DeferredLayerUpdater always did a post to delete itself, which would result in the test thinking it had leaked an object since it wasn't deleted when it returned. Fix this by deleting immediately if we're already on the right thread. Remove RenderState's requireGlContext assert as it's now covered by GpuMemoryTracker, which is also more test friendly. RenderState's assert required an actual EGL context, which we don't mock away in unit tests. Change-Id: Ic23eb54e7151355f7acca483d7464350c9d6a87f
138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef RENDERSTATE_H
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#define RENDERSTATE_H
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#include "AssetAtlas.h"
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#include "Caches.h"
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#include "Glop.h"
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#include "renderstate/Blend.h"
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#include "renderstate/MeshState.h"
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#include "renderstate/OffscreenBufferPool.h"
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#include "renderstate/PixelBufferState.h"
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#include "renderstate/Scissor.h"
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#include "renderstate/Stencil.h"
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#include "utils/Macros.h"
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#include <set>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <ui/Region.h>
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#include <utils/Mutex.h>
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#include <utils/Functor.h>
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#include <utils/RefBase.h>
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#include <private/hwui/DrawGlInfo.h>
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namespace android {
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namespace uirenderer {
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class Caches;
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class Layer;
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namespace renderthread {
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class CanvasContext;
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class RenderThread;
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}
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// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
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// wrapper of Caches for users to migrate to.
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class RenderState {
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PREVENT_COPY_AND_ASSIGN(RenderState);
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friend class renderthread::RenderThread;
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friend class Caches;
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public:
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void onGLContextCreated();
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void onGLContextDestroyed();
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void flush(Caches::FlushMode flushMode);
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void setViewport(GLsizei width, GLsizei height);
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void getViewport(GLsizei* outWidth, GLsizei* outHeight);
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void bindFramebuffer(GLuint fbo);
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GLuint getFramebuffer() { return mFramebuffer; }
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GLuint genFramebuffer();
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void deleteFramebuffer(GLuint fbo);
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void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
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void debugOverdraw(bool enable, bool clear);
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void registerLayer(Layer* layer) {
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mActiveLayers.insert(layer);
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}
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void unregisterLayer(Layer* layer) {
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mActiveLayers.erase(layer);
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}
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void registerCanvasContext(renderthread::CanvasContext* context) {
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mRegisteredContexts.insert(context);
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}
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void unregisterCanvasContext(renderthread::CanvasContext* context) {
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mRegisteredContexts.erase(context);
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}
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// TODO: This system is a little clunky feeling, this could use some
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// more thinking...
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void postDecStrong(VirtualLightRefBase* object);
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void render(const Glop& glop, const Matrix4& orthoMatrix);
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AssetAtlas& assetAtlas() { return mAssetAtlas; }
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Blend& blend() { return *mBlend; }
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MeshState& meshState() { return *mMeshState; }
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Scissor& scissor() { return *mScissor; }
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Stencil& stencil() { return *mStencil; }
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OffscreenBufferPool& layerPool() { return mLayerPool; }
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void dump();
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private:
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void interruptForFunctorInvoke();
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void resumeFromFunctorInvoke();
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RenderState(renderthread::RenderThread& thread);
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~RenderState();
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renderthread::RenderThread& mRenderThread;
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Caches* mCaches = nullptr;
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Blend* mBlend = nullptr;
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MeshState* mMeshState = nullptr;
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Scissor* mScissor = nullptr;
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Stencil* mStencil = nullptr;
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OffscreenBufferPool mLayerPool;
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AssetAtlas mAssetAtlas;
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std::set<Layer*> mActiveLayers;
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std::set<renderthread::CanvasContext*> mRegisteredContexts;
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GLsizei mViewportWidth;
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GLsizei mViewportHeight;
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GLuint mFramebuffer;
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pthread_t mThreadId;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* RENDERSTATE_H */
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